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Revert default mesh materials (#15930)
# Objective Closes #15799. Many rendering people and maintainers are in favor of reverting default mesh materials added in #15524, especially as the migration to required component is already large and heavily breaking. ## Solution Revert default mesh materials, and adjust docs accordingly. - Remove `extract_default_materials` - Remove `clear_material_instances`, and move the logic back into `extract_mesh_materials` - Remove `HasMaterial2d` and `HasMaterial3d` - Change default material handles back to pink instead of white - 2D uses `Color::srgb(1.0, 0.0, 1.0)`, while 3D uses `Color::srgb(1.0, 0.0, 0.5)`. Not sure if this is intended. There is now no indication at all about missing materials for `Mesh2d` and `Mesh3d`. Having a mesh without a material renders nothing. ## Testing I ran `2d_shapes`, `mesh2d_manual`, and `3d_shapes`, with and without mesh material components.
This commit is contained in:
parent
424e563184
commit
c1a4b82762
7 changed files with 18 additions and 178 deletions
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@ -422,13 +422,13 @@ impl Plugin for PbrPlugin {
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app.add_plugins(DeferredPbrLightingPlugin);
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}
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// Initialize the default material.
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// Initialize the default material handle.
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app.world_mut()
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.resource_mut::<Assets<StandardMaterial>>()
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.insert(
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&Handle::<StandardMaterial>::default(),
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StandardMaterial {
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base_color: Color::WHITE,
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base_color: Color::srgb(1.0, 0.0, 0.5),
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..Default::default()
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},
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);
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@ -439,14 +439,7 @@ impl Plugin for PbrPlugin {
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// Extract the required data from the main world
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render_app
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.add_systems(
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ExtractSchedule,
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(
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extract_clusters,
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extract_lights,
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extract_default_materials.after(clear_material_instances::<StandardMaterial>),
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),
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)
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.add_systems(ExtractSchedule, (extract_clusters, extract_lights))
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.add_systems(
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Render,
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(
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@ -270,7 +270,6 @@ where
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fn build(&self, app: &mut App) {
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app.init_asset::<M>()
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.register_type::<MeshMaterial3d<M>>()
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.register_type::<HasMaterial3d>()
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.add_plugins(RenderAssetPlugin::<PreparedMaterial<M>>::default());
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if let Some(render_app) = app.get_sub_app_mut(RenderApp) {
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@ -283,10 +282,7 @@ where
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.add_render_command::<Opaque3d, DrawMaterial<M>>()
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.add_render_command::<AlphaMask3d, DrawMaterial<M>>()
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.init_resource::<SpecializedMeshPipelines<MaterialPipeline<M>>>()
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.add_systems(
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ExtractSchedule,
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(clear_material_instances::<M>, extract_mesh_materials::<M>).chain(),
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)
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.add_systems(ExtractSchedule, extract_mesh_materials::<M>)
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.add_systems(
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Render,
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queue_material_meshes::<M>
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@ -550,16 +546,12 @@ pub const fn screen_space_specular_transmission_pipeline_key(
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}
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}
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pub(super) fn clear_material_instances<M: Material>(
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mut material_instances: ResMut<RenderMaterialInstances<M>>,
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) {
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material_instances.clear();
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}
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fn extract_mesh_materials<M: Material>(
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mut material_instances: ResMut<RenderMaterialInstances<M>>,
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query: Extract<Query<(Entity, &ViewVisibility, &MeshMaterial3d<M>)>>,
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) {
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material_instances.clear();
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for (entity, view_visibility, material) in &query {
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if view_visibility.get() {
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material_instances.insert(entity.into(), material.id());
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@ -567,18 +559,6 @@ fn extract_mesh_materials<M: Material>(
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}
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}
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/// Extracts default materials for 3D meshes with no [`MeshMaterial3d`].
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pub(super) fn extract_default_materials(
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mut material_instances: ResMut<RenderMaterialInstances<StandardMaterial>>,
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query: Extract<Query<(Entity, &ViewVisibility), (With<Mesh3d>, Without<HasMaterial3d>)>>,
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) {
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for (entity, view_visibility) in &query {
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if view_visibility.get() {
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material_instances.insert(entity.into(), AssetId::default());
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}
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}
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}
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/// For each view, iterates over all the meshes visible from that view and adds
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/// them to [`BinnedRenderPhase`]s or [`SortedRenderPhase`]s as appropriate.
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#[allow(clippy::too_many_arguments)]
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@ -5,7 +5,7 @@ use bevy_ecs::{component::Component, reflect::ReflectComponent};
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use bevy_reflect::{std_traits::ReflectDefault, Reflect};
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use derive_more::derive::From;
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/// A [material](Material) for a [`Mesh3d`].
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/// A [material](Material) used for rendering a [`Mesh3d`].
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///
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/// See [`Material`] for general information about 3D materials and how to implement your own materials.
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///
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@ -36,41 +36,8 @@ use derive_more::derive::From;
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/// ));
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/// }
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/// ```
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///
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/// ## Default Material
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///
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/// Meshes without a [`MeshMaterial3d`] are rendered with a default [`StandardMaterial`].
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/// This material can be overridden by inserting a custom material for the default asset handle.
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///
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/// ```
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/// # use bevy_pbr::{Material, MeshMaterial3d, StandardMaterial};
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/// # use bevy_ecs::prelude::*;
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/// # use bevy_render::mesh::{Mesh, Mesh3d};
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/// # use bevy_color::Color;
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/// # use bevy_asset::{Assets, Handle};
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/// # use bevy_math::primitives::Capsule3d;
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/// #
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/// fn setup(
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/// mut commands: Commands,
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/// mut meshes: ResMut<Assets<Mesh>>,
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/// mut materials: ResMut<Assets<StandardMaterial>>,
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/// ) {
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/// // Optional: Insert a custom default material.
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/// materials.insert(
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/// &Handle::<StandardMaterial>::default(),
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/// StandardMaterial::from(Color::srgb(1.0, 0.0, 1.0)),
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/// );
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///
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/// // Spawn a capsule with no material.
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/// // The mesh will be rendered with the default material.
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/// commands.spawn(Mesh3d(meshes.add(Capsule3d::default())));
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/// }
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/// ```
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///
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/// [`StandardMaterial`]: crate::StandardMaterial
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#[derive(Component, Clone, Debug, Deref, DerefMut, Reflect, PartialEq, Eq, From)]
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#[reflect(Component, Default)]
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#[require(HasMaterial3d)]
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pub struct MeshMaterial3d<M: Material>(pub Handle<M>);
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impl<M: Material> Default for MeshMaterial3d<M> {
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@ -90,12 +57,3 @@ impl<M: Material> From<&MeshMaterial3d<M>> for AssetId<M> {
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material.id()
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}
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}
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/// A component that marks an entity as having a [`MeshMaterial3d`].
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/// [`Mesh3d`] entities without this component are rendered with a [default material].
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///
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/// [`Mesh3d`]: bevy_render::mesh::Mesh3d
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/// [default material]: crate::MeshMaterial3d#default-material
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#[derive(Component, Clone, Debug, Default, Reflect)]
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#[reflect(Component, Default)]
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pub struct HasMaterial3d;
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@ -6,13 +6,10 @@ use bevy_reflect::{std_traits::ReflectDefault, Reflect};
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use bevy_transform::components::Transform;
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use derive_more::derive::From;
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/// A component for rendering 2D meshes, typically with a [`MeshMaterial2d`] using a [`ColorMaterial`].
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///
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/// Meshes without a [`MeshMaterial2d`] will be rendered with a [default material].
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/// A component for 2D meshes. Requires a [`MeshMaterial2d`] to be rendered, commonly using a [`ColorMaterial`].
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///
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/// [`MeshMaterial2d`]: <https://docs.rs/bevy/latest/bevy/sprite/struct.MeshMaterial2d.html>
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/// [`ColorMaterial`]: <https://docs.rs/bevy/latest/bevy/sprite/struct.ColorMaterial.html>
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/// [default material]: <https://docs.rs/bevy/latest/bevy/sprite/struct.MeshMaterial2d.html#default-material>
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///
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/// # Example
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///
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@ -53,13 +50,10 @@ impl From<&Mesh2d> for AssetId<Mesh> {
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}
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}
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/// A component for rendering 3D meshes, typically with a [`MeshMaterial3d`] using a [`StandardMaterial`].
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///
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/// Meshes without a [`MeshMaterial3d`] will be rendered with a [default material].
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/// A component for 3D meshes. Requires a [`MeshMaterial3d`] to be rendered, commonly using a [`StandardMaterial`].
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///
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/// [`MeshMaterial3d`]: <https://docs.rs/bevy/latest/bevy/pbr/struct.MeshMaterial3d.html>
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/// [`StandardMaterial`]: <https://docs.rs/bevy/latest/bevy/pbr/struct.StandardMaterial.html>
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/// [default material]: <https://docs.rs/bevy/latest/bevy/pbr/struct.MeshMaterial3d.html#default-material>
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///
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/// # Example
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///
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@ -1,20 +1,15 @@
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#![expect(deprecated)]
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use crate::{
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clear_material_2d_instances, extract_default_materials_2d, AlphaMode2d, Material2d,
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Material2dPlugin, MaterialMesh2dBundle,
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};
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use crate::{AlphaMode2d, Material2d, Material2dPlugin, MaterialMesh2dBundle};
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use bevy_app::{App, Plugin};
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use bevy_asset::{load_internal_asset, Asset, AssetApp, Assets, Handle};
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use bevy_color::{Alpha, Color, ColorToComponents, LinearRgba};
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use bevy_ecs::schedule::IntoSystemConfigs;
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use bevy_math::Vec4;
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use bevy_reflect::prelude::*;
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use bevy_render::{
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render_asset::RenderAssets,
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render_resource::*,
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texture::{GpuImage, Image},
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ExtractSchedule, RenderApp,
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};
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pub const COLOR_MATERIAL_SHADER_HANDLE: Handle<Shader> =
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@ -35,26 +30,16 @@ impl Plugin for ColorMaterialPlugin {
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app.add_plugins(Material2dPlugin::<ColorMaterial>::default())
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.register_asset_reflect::<ColorMaterial>();
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// Initialize the default material.
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// Initialize the default material handle.
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app.world_mut()
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.resource_mut::<Assets<ColorMaterial>>()
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.insert(
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&Handle::<ColorMaterial>::default(),
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ColorMaterial {
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color: Color::WHITE,
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color: Color::srgb(1.0, 0.0, 1.0),
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..Default::default()
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},
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);
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let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
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return;
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};
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// Extract default materials for entities with no material.
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render_app.add_systems(
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ExtractSchedule,
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extract_default_materials_2d.after(clear_material_2d_instances::<ColorMaterial>),
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);
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}
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}
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@ -43,8 +43,6 @@ use bevy_utils::tracing::error;
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use core::{hash::Hash, marker::PhantomData};
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use derive_more::derive::From;
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use super::ColorMaterial;
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/// Materials are used alongside [`Material2dPlugin`], [`Mesh2d`], and [`MeshMaterial2d`]
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/// to spawn entities that are rendered with a specific [`Material2d`] type. They serve as an easy to use high level
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/// way to render [`Mesh2d`] entities with custom shader logic.
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@ -151,7 +149,7 @@ pub trait Material2d: AsBindGroup + Asset + Clone + Sized {
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}
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}
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/// A [material](Material2d) for a [`Mesh2d`].
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/// A [material](Material2d) used for rendering a [`Mesh2d`].
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///
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/// See [`Material2d`] for general information about 2D materials and how to implement your own materials.
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///
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@ -179,40 +177,8 @@ pub trait Material2d: AsBindGroup + Asset + Clone + Sized {
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/// ```
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///
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/// [`MeshMaterial2d`]: crate::MeshMaterial2d
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/// [`ColorMaterial`]: crate::ColorMaterial
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///
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/// ## Default Material
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///
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/// Meshes without a [`MeshMaterial2d`] are rendered with a default [`ColorMaterial`].
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/// This material can be overridden by inserting a custom material for the default asset handle.
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///
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/// ```
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/// # use bevy_sprite::ColorMaterial;
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/// # use bevy_ecs::prelude::*;
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/// # use bevy_render::mesh::{Mesh, Mesh2d};
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/// # use bevy_color::Color;
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/// # use bevy_asset::{Assets, Handle};
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/// # use bevy_math::primitives::Circle;
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/// #
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/// fn setup(
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/// mut commands: Commands,
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/// mut meshes: ResMut<Assets<Mesh>>,
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/// mut materials: ResMut<Assets<ColorMaterial>>,
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/// ) {
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/// // Optional: Insert a custom default material.
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/// materials.insert(
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/// &Handle::<ColorMaterial>::default(),
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/// ColorMaterial::from(Color::srgb(1.0, 0.0, 1.0)),
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/// );
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///
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/// // Spawn a circle with no material.
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/// // The mesh will be rendered with the default material.
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/// commands.spawn(Mesh2d(meshes.add(Circle::new(50.0))));
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/// }
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/// ```
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#[derive(Component, Clone, Debug, Deref, DerefMut, Reflect, PartialEq, Eq, From)]
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#[reflect(Component, Default)]
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#[require(HasMaterial2d)]
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pub struct MeshMaterial2d<M: Material2d>(pub Handle<M>);
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impl<M: Material2d> Default for MeshMaterial2d<M> {
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@ -233,14 +199,6 @@ impl<M: Material2d> From<&MeshMaterial2d<M>> for AssetId<M> {
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}
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}
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/// A component that marks an entity as having a [`MeshMaterial2d`].
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/// [`Mesh2d`] entities without this component are rendered with a [default material].
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///
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/// [default material]: crate::MeshMaterial2d#default-material
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#[derive(Component, Clone, Debug, Default, Reflect)]
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#[reflect(Component, Default)]
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pub struct HasMaterial2d;
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/// Sets how a 2d material's base color alpha channel is used for transparency.
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/// Currently, this only works with [`Mesh2d`]. Sprites are always transparent.
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///
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@ -284,7 +242,6 @@ where
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fn build(&self, app: &mut App) {
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app.init_asset::<M>()
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.register_type::<MeshMaterial2d<M>>()
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.register_type::<HasMaterial2d>()
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.add_plugins(RenderAssetPlugin::<PreparedMaterial2d<M>>::default());
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if let Some(render_app) = app.get_sub_app_mut(RenderApp) {
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@ -294,14 +251,7 @@ where
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.add_render_command::<Transparent2d, DrawMaterial2d<M>>()
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.init_resource::<RenderMaterial2dInstances<M>>()
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.init_resource::<SpecializedMeshPipelines<Material2dPipeline<M>>>()
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.add_systems(
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ExtractSchedule,
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(
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clear_material_2d_instances::<M>,
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extract_mesh_materials_2d::<M>,
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)
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.chain(),
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)
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.add_systems(ExtractSchedule, extract_mesh_materials_2d::<M>)
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.add_systems(
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Render,
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queue_material2d_meshes::<M>
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@ -327,16 +277,12 @@ impl<M: Material2d> Default for RenderMaterial2dInstances<M> {
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}
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}
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pub(crate) fn clear_material_2d_instances<M: Material2d>(
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mut material_instances: ResMut<RenderMaterial2dInstances<M>>,
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) {
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material_instances.clear();
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}
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fn extract_mesh_materials_2d<M: Material2d>(
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mut material_instances: ResMut<RenderMaterial2dInstances<M>>,
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query: Extract<Query<(Entity, &ViewVisibility, &MeshMaterial2d<M>), With<Mesh2d>>>,
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) {
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material_instances.clear();
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for (entity, view_visibility, material) in &query {
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if view_visibility.get() {
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material_instances.insert(entity.into(), material.id());
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@ -344,20 +290,6 @@ fn extract_mesh_materials_2d<M: Material2d>(
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}
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}
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/// Extracts default materials for 2D meshes with no [`MeshMaterial2d`].
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pub(crate) fn extract_default_materials_2d(
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mut material_instances: ResMut<RenderMaterial2dInstances<ColorMaterial>>,
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query: Extract<Query<(Entity, &ViewVisibility), (With<Mesh2d>, Without<HasMaterial2d>)>>,
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) {
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let default_material: AssetId<ColorMaterial> = Handle::<ColorMaterial>::default().id();
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for (entity, view_visibility) in &query {
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if view_visibility.get() {
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material_instances.insert(entity.into(), default_material);
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}
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}
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}
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/// Render pipeline data for a given [`Material2d`]
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#[derive(Resource)]
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pub struct Material2dPipeline<M: Material2d> {
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@ -30,8 +30,8 @@ use bevy::{
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Extract, Render, RenderApp, RenderSet,
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},
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sprite::{
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extract_mesh2d, DrawMesh2d, HasMaterial2d, Material2dBindGroupId, Mesh2dPipeline,
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Mesh2dPipelineKey, Mesh2dTransforms, MeshFlags, RenderMesh2dInstance, SetMesh2dBindGroup,
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extract_mesh2d, DrawMesh2d, Material2dBindGroupId, Mesh2dPipeline, Mesh2dPipelineKey,
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Mesh2dTransforms, MeshFlags, RenderMesh2dInstance, SetMesh2dBindGroup,
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SetMesh2dViewBindGroup,
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},
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};
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@ -120,10 +120,8 @@ fn star(
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commands.spawn(Camera2d);
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}
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// Require `HasMaterial2d` to indicate that no placeholder material should be rendeed.
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/// A marker component for colored 2d meshes
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#[derive(Component, Default)]
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#[require(HasMaterial2d)]
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pub struct ColoredMesh2d;
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/// Custom pipeline for 2d meshes with vertex colors
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